Game machine

ABSTRACT

A game machine comprises a housing, a user access panel having a controller, a money acceptor and a redemption dispenser that dispenses an award, a rotating field having a surface with a plurality of objects situated thereon, a retriever that is movable along a track that is supported by the housing for enabling movement of the retriever relative to the rotating field, an object return path having an object receiving area, a delivery guide, and an outlet, wherein an award is dispensed from the redemption dispenser upon the retriever retrieving an object from the rotating field and delivering it to the object receiving area.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims the benefit of U.S. application Ser. No.61/250,488, filed Oct. 9, 2010, the contents of which are incorporatedherein by reference.

FIELD OF THE INVENTION

The present invention relates to arcade game machines in general, andmore specifically to a retrieval and redemption game that isaesthetically pleasing and exciting to play.

BACKGROUND

Arcade claw-type games haven't changed much throughout the years.Traditional claws include mechanical prong-type grabs that are loweredonto a prize, such as a plush toy, for acquisition of the prize and fordelivery of the acquired prize to a prize drop or chute for delivery tothe player. Sometimes the plush toy is released from the claw before itis successfully delivered to the prize drop, which contributes to theexcitement and anxiety for the player. However, the sole focus of theplayer is on the toy field and not on the surroundings apart from thetoy field.

Another type of claw uses a magnet that is lowered onto a prize and willgrab the prize that is aligned directly under the magnet. The prizeincludes a magnetic element that is attracted to the magnetic claw,which claw can be a magnet or an electromagnet, for example. This typeof game usually involves a moving prize field, where the prizes aremoving and the player must position the claw above the field at alocation perceived to be directly above a prize at the time the playerattempts to acquire the prize with the claw. If the player issuccessful, the magnetic claw will attach to and deliver the prize tothe player through a prize chute or the like. With this type of clawgame, the environment tends to be more dynamic and distracting to theplayer, since the player must concentrate on the positioning of the clawrelative to the prize. However, while the environment is dynamic anddistracting, the player does not directly engage the environment duringgame play.

In both of the above scenarios, the claw is used to acquire a prize on agame field and deliver the prize directly to the player. In addition,the game ends with the success or failure of the player in acquiring theprize. The fact that the game is short-lived is usually balanced by theamount of the prize relative to the amount of play, where a single ormultiple one dollar ($1) plays may be acceptable for a prize worth tendollars ($10) or over one hundred dollars ($100) or the like. Inaddition, the player does not interact with the environment of the gameother than through a connection between the claw and the prize field.

There is a need, therefore, for a claw arcade game that it is excitingto play, dynamic in appearance and execution, and that engages a playerbeyond that typically experienced with traditional claw arcade games.

SUMMARY

A game machine comprises a housing, a user access panel having acontroller, a money acceptor and a redemption dispenser that dispensesan award, a rotating field having a surface with a plurality of objectssituated thereon, a retriever that is movable along a track that issupported by the housing for enabling movement of the retriever relativeto the rotating field, an object return path having an object receivingarea, a delivery guide, and an outlet, wherein an award is dispensedfrom the redemption dispenser upon the retriever retrieving an objectfrom the rotating field and delivering it to the object receiving area.The award is based on the number of objects retrieved in a given timeperiod, which objects dynamically engage with the field, the deliveryguide and the outlet for increased enjoyment and play by the user.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is one embodiment of a game machine of the present invention.

FIG. 2 illustrates a motor driving a field of one aspect of the game.

FIG. 3 illustrates an alternative embodiment of a retriever of the game.

FIG. 4 is one embodiment of certain aspects of the game machine.

FIGS. 5-12 illustrate one embodiment of one method of operating the gamemachine.

FIG. 13 illustrates one embodiment of a display incorporated into a gamemachine.

FIG. 14 is an alternate embodiment of a game machine.

FIG. 15 is a schematic control diagram of one embodiment of a system ofthe invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

This disclosure describes the best mode or modes of practicing theinvention as presently contemplated. This description is not intended tobe understood in a limiting sense, but provides an example of theinvention presented solely for illustrative purposes by reference to theaccompanying drawings to advise one of ordinary skill in the art of theadvantages and construction of the invention. In the various views ofthe drawings, like reference characters designate like or similar parts.

FIG. 1 is one embodiment of a game machine 100 of the type typicallyenjoyed at amusement parks, arcades, game rooms, bars, night clubs,truck stops, casinos, restaurants and the like. Other non-limitingvenues and environments for the game machine 100 are contemplated. Oneembodiment of the game machine 100 further comprises a housing 110having a back 111, a front 112 with a window 113, a left side 114 with awindow 115, a right side 116 with a window 117, and a ceiling 118 with alight 119. In one embodiment, the housing 110 is predominantlyconstructed as a plywood cabinet of the type typically seen in arcades,although other materials or combinations of materials are contemplated.The windows 113, 115, and 117 are preferably formed from a transparentthermoplastic such as acrylic or Plexiglas, although other materials arecontemplated, and are provided to enhance the enjoyment of the game byproviding visual access to all aspects of the game from variousviewpoints and vantage points relative to housing 110. It is preferredthat the window material is strong enough to resist a significant impactforce, especially since the game machine is likely to be enjoyed by allages and in particular children and adolescents that might inadvertentlypunch, collide with or throw something at a window. It is also preferredthat the window material is scratch resistant if possible.

A user access panel 120 is preferably attached to, or otherwiseincorporated in the front 112 of the housing 110 and preferably includesa controller 122 such as a joystick having an actuation button 123, afirst display 124 such as a score display, a second display 126 such asa timer display, a money acceptor 128 such as a coin, token and/or billacceptor, and a redemption dispenser 130 that dispenses an award such astickets 132 or the like. The actuation button 123 described in thepresent embodiment is shown integrally attached to the controller,although it will be appreciated that it could be separate from thecontroller in another location on the panel 120 if desired. Whileseparate first and second displays 124, 126 are illustrated anddescribed, it will be appreciated that a single display or more than twodisplays may be utilized, and such display(s) may be located on theoutside on the panel 120, or inside the housing 110, or may be otherwisecharacterized in a different form. For example, a single digital display127 (see FIGS. 13A-14, for example) may be incorporated into theenvironment of the game, preferably along the back 111 of the housing110, that could provide score and time information (FIG. 13A) instead ofthe separate displays 124, 126 on the panel 120, and, in addition, couldprovide other useful information such as game instructions, etc., (FIG.13B) as well as engaging and dynamic graphics related to the play of thegame that would be attractive to a player and viewable before, duringand after play. In addition, while a joystick controller 112 isillustrated, it will be appreciated that other controller devices may beused, such as a controller actuated by a single button or a plurality ofbuttons, a computer mouse, a roller ball or track ball, or a combinationof controller devices as described or hereinafter developed. Othermethods of control and actuation are contemplated. Engagement with theuser access panel 120 and operation of the game machine 100 will bedescribed later.

The game environment viewable through the windows 113, 115, 117 in thehousing 110 as shown in the illustrated embodiment of the game machine100 is intended to represent a prehistoric scene including dinosaurs andthe like. For purposes of illustration, the characters in the game willbe shown and described in such a prehistoric setting, although it willbe appreciated that any type of setting and imagery can be employed asdesired by the user and game developer. For example, while a prehistoricscene is shown for purposes of illustration, other non-prehistoricscenes may be utilized including, but not limited to, an Alaskanwilderness scene, a beach scene, an outer space alien scene, or others.

One aspect of the game environment includes a ground area 200 includinga base support 210, a field 220 and a platform 227 that is raisedrelative to the field 220. The field is preferably a movable, rotatingfield 220 that is driven by a motor 222 (FIG. 2). While a rotating field220 is preferred, it will be appreciated that a non-rotating field willbe operable although it is not as stimulating for a user of the game aswill be described below. Also, while the field is preferably a rotatingfield 220, the rotation may be continuous, intermittent, unidirectional,bidirectional, or a combination of the same. In addition, the rotationmay occur at various times, while the game is being played, and/orduring periods of non-play to further illustrate the game to potentialplayers. The field 220 preferably comprises a contoured surface 224having a plurality of objects 226 located thereon. In one embodiment,the field 220 further comprises a three-dimensional contoured surface224 that causes the plurality of objects 226 to exhibit erratic movementduring rotation of the field 220. The objects 226 are preferablyspherical or substantially spherical, and in the non-limitingillustrated prehistoric embodiment of FIG. 1, the objects 226 areintended to represent eggs that move around on the rotating tar pitfield 220. In another embodiment, the field 220 further comprises arelatively flat contoured surface 224 where the plurality of objects 226do not exhibit erratic movement during rotation of the field 220. Theobjects 226 are preferably spherical or substantially spherical, and inthe non-limiting illustrated prehistoric embodiment of FIG. 1, theobjects 226 are intended to represent eggs that move around on therotating tar pit field 220. The objects 226 could be various shapes andsizes as desired. Also contemplated are non-uniform shapes that areinherently non-uniformly weighted to exhibit non-uniform motion onrotating field 220. In one embodiment, the light 119 is a black lightand the objects 226 are constructed, coated or other otherwisemanufactured to exhibit fluorescence under the black light. Such afluorescent aesthetic may be applied to some or all of the objects 226.In another embodiment, the light 119 could be a white light, a coloredlight, or a combination of lights having various effects such as strobe,laser, UV and the like.

As further illustrated in the embodiment of FIG. 1, a platform 227 ispreferably positioned adjacent to and raised relative to the field 220and preferably includes one or more FIGS. 228 positioned thereon.Additional figures may be situated around the base support 210 tofurther reinforce and enhance the aesthetic theme. In one embodiment,the field 220 may be slightly recessed relative to the base support 210to prevent the objects 226 from escaping the field 220 onto the basesupport 210 during rotation of the field 220, and the platform 227 mayencroach onto an area above the field 220 as shown in FIG. 1 to provideadditional impact barriers for the objects 226. The combination of therotating, contoured field surface 224, the border of the base support210 and the encroaching platform 227, cause the objects 226 to exhibitunpredictable and erratic movement that makes the game more challengingas will be described below.

Another aspect of the game includes the use of a retriever 230 that, inthe illustrated embodiment, assumes the image of a bird, or in theprehistoric theme a pterodactyl, that is intended to be used to retrieveone of the objects 226 from the field 220. The retriever 230 may have atwo-dimensional image 231 as shown in FIG. 1, for example, or it mayinclude a three-dimension image 238 as shown in FIG. 3, or it mayinclude a combination of two-dimensional and three-dimensional images(not shown) as desired. The retriever is guided by the controller 122along a track 232 (FIG. 4) supported adjacent the ceiling 118 (FIG. 1)of the housing 110 by a spaced-apart pair of guide rails 234, 235extending from the left side 114 of the housing 110 to the right side116 of the housing for enabling movement of the retriever 230 along thewidth of the housing 110, the track 232 enabling movement of theretriever 230 along the depth of the housing 110 between the front 112and the back 111 of the housing 110.

In a preferred embodiment, the retriever 230 acquires objects 226through the use of magnetic attraction. Specifically, the retriever 230is provided with a magnet 236, or the retriever 230 is otherwisemagnetized such as with an electromagnet or the like (not shown), suchthat when the retriever is positioned adjacent an object 226 on thefield 220, the object 226 will be retrieved or captured by the retriever230. In this regard, it is preferred that at least one, and preferablyall of the objects 226 have material properties that are somehowresponsive to a magnetic field. Thus, one aspect of the material formingan object 226 could be ferromagnetic or ferromagnetic such as iron,nickel, cobalt and various alloys, which are attracted to a magnet. Suchmaterial would allow for capture and retrieval of an object 226 by theretriever 230. In a preferred embodiment of the game, all of the objects226 on the field 220 would be capable of being acquired by the retriever230. However, if it is desired to create a challenging field of objects226, some objects 226 may be formed with paramagnetic materials, such asaluminum and the like, that embody little or no attraction to magnets,which would be impossible to capture with a magnet-laden retriever 230.If it is desired to create an even more challenging environment, someobjects 226 could be formed with diamagnetic materials that would berepelled by the magnet 236 on the retriever 230, which would cause therepelled objects to impact other objects on the field 220 and make itmore challenging to acquire those objects that are formed usingferromagnetic or ferromagnetic materials. All of the objects 226 couldhave the same appearance, or a different appearance depending on theirmaterial properties.

Once the retriever 230 acquires an object 226 from the field 220, itdelivers the object 226 to an object return path 240 (FIG. 4) having anobject receiving area 244, a delivery guide 246, and an outlet 248. Thedelivery guide 246 can be formed from any size, shape and configurationof material, such as a tubular structure 241 (FIGS. 5-12) or a wireframestructure 246 (FIG. 4) or a combination of the same. Other structuralconfigurations are contemplated. In FIG. 1, the object return path 240is substantially hidden through the use of cover props such as flora 243and a graphical display extending along the back 249 of the gameenvironment. In FIG. 1, the object receiving area 244 also has theappearance of a nest 245, which fits with the theme of a bird retriever230 that retrieves an egg 226 from the field 220. The return of theretriever 230 from the field 220 to the object receiving area 244 canoccur automatically upon acquisition of an object 226 by the magnet 236,or in a more challenging and preferred embodiment it can occur manuallywith the use of the controller 112. The outlet 248 is preferablypositioned above and/or adjacent to the field 220 so that a retrievedobject 226 that is delivered to the object return path 240 is eventuallyreturned to the field 220 for re-acquisition by the retriever 230. Inthe embodiment of FIG. 1, the outlet 248 is positioned between the legs229 of one of the FIG. 228 to create the appearance of a dinosaur layingan egg, which some players may find to be humorous and may entice longerplay and improved enjoyment.

FIGS. 5-12 illustrate one method of playing one embodiment of the game100. While certain aspects and features will be described, it will beunderstood that the non-limiting method of operation is described forpurposes of illustration only, and other manners of operation arecontemplated. For purposes of illustrating the method of operation inFIGS. 5-12, the object return path 240 is not hidden by flora 243 orother objects as is the case in FIG. 1.

In FIG. 5, a player (not shown) activates the game by inserting someform of payment, such as coins, tokens, bills, credit cards, point cardsor the like into the payment acceptor 128. This causes the score display124 to adjust to zero and the time display 126 to adjust to a fixed timeperiod depending on the manufacturer and facility criteria. For purposesof illustration, the time display 126 will show “60” representing sixtyseconds of play, although other time values may be used. The time may beadjusted as desired, and/or may be dependent on the amount of paymentinserted into the payment acceptor 128. In addition, the field 220 isrotating while the objects (eggs) 226 exhibit erratic movement due tothe contoured surface 224. Using the controller 122, the player (notshown) moves the retriever 230 into position above the field 220 asshown in FIG. 6, and then the player drops the retriever 230 toward thefield 220 as shown in FIG. 7 using a button 123 (FIGS. 1, 5) on thecontroller 122 or a separate button (not shown) on the user access panel120 until the magnet 236 on the retriever 230 engages an object 226 onthe field 220. Activation of the button 123 causes the field 220 to stopmoving. Thereafter, as shown in FIG. 8, the player (not shown) releasesthe button 123 and causes the retriever to rise toward the ceiling 118,and then the player advances the retriever 230 toward the object returnpath 240 and more specifically the object receiving area 244 disguisedas a nest 244 as shown in FIG. 9. Thereafter, the player lowers theretriever 230 until the retriever 230 impacts the object receiving area244 (nest 245), which causes the retrieved object (egg) 226 to dislodgefrom the magnet 236 of the retriever 230 as shown in FIG. 10 and descendinto the delivery guide 246. The dropped object 226 travels through thedelivery guide 246, as shown in FIG. 11 with arrows extendingtherethrough, until the object 226 reappears and exits through theoutlet 248, in this case through the legs 229 of one of the FIGS. 228perched on the platform 227, and then returns to the field 220 as shownin FIG. 12. Alternatively, instead of the player manually guiding theretriever 230 toward the object receiving area 244, the retriever 230may, upon release of the button 123 and acquisition of an object 226,automatically rise from the field 220, return to a position above theobject receiving area 244 (FIG. 9), and release the object 226 into thedelivery guide 246 by de-magnetizing the connection between magnet 236on the retriever 230 and the object 226.

As shown in FIG. 11, the act of delivering an object 226 from the field220 to the object receiving area 244 results in an increase in the score124 and the dispensing of a ticket 132 from the dispenser 130. Ofcourse, other redemption schemes may be utilized where, for example, aplayer gets a point and a ticket if the player simply acquires an object226 with the retriever, and then gets another point and ticket if theobject is delivered to the nest. The ultimate goal is to retrieve anddeliver as many objects 226 from the field 220 to the nest 245, orobject receiving area 244, within a certain time period displayed on thetime display 126, and get the highest score and the greatest number oftickets or the like. During the game, the player is presented withaesthetically exiting images of a certain theme, with sound effects,light effects, moving objects that act erratically on the contouredfield, and the added humor of seeing a dinosaur lay an egg.

FIG. 14 illustrates an alternative embodiment of a game machine 300having a control panel 320 with a controller 322, a display 327 on theback wall 349, an object receiving area 344 or nest 345, and a deliveryguide 346 including an outlet 348 positioned above or adjacent the field324 that delivers an object 326 back onto the field 324. All otheroperations relating to acquisition of an object 326 by the retriever 330are the same as described above. In the embodiment of FIG. 14, thedelivery guide 346 is shorter as compared with the embodiment of FIG. 1,which results in a faster return of the object 326 to the field 324. Inaddition, as discussed previously, the display 327 could provide usefulinformation such as player time remaining, the player's score, pre-playinstructions and other engaging graphics before, during and after play.

FIG. 15 illustrates one embodiment of a control schematic 400incorporated into the housing 110 below the game area wherein a CPU 410is provided with software to control the various aspects of the gameincluding, but not limited to, the controller 122, the score display124, the timer display 126, the money acceptor 128, the dispenser 130,the movement of the field 200, and the retriever 230. The CPU 410 mayalso be connected to a LAN or WAN 420 in the event it is desired tocontrol the CPU and the operation and/or maintenance of the game througha network onsite or remotely. In addition to, or instead of a LAN/WANconnection 420, the CPU may be connected to a cell phone device (notshown) that communicates with a remote server if a network connection isunavailable such as, for example, if the game machine is located in atraveling facility or a remote area. While FIG. 15 illustrates a controlscheme 400 incorporated into housing 110 of game machine 100, it will beappreciated that control scheme 400 is also applicable to the embodimentof game machine 300 of FIG. 14, for example.

It should be appreciated that in the game machine of the presentembodiment, the award delivered to the player is not the actual objectthat is retrieved by the retriever during play, but is instead in theform of a redemption ticket or the like. Thus, the player is able todemonstrate the skills involved in operating an acquisition andretrieval-type game and also benefit by being rewarded. At the sametime, the facility that operates the game is able to enjoy revenue fromthe game with lower maintenance on the game from having to replenishprizes and the like that would normally occur with typical acquisitionand redemption games like crane-based arcade games. Thus, the facilityowner is able to centralize the award management and distribution whileenjoying revenue that is typical from crane-type machines.

It should be apparent to one of ordinary skill in the art that thecontrol system described herein can be implemented in hardware,software, firmware, or any combination thereof. Moreover, the softwareis preferably implemented as an application program tangibly embodied ona program storage unit or computer readable medium. The applicationprogram may be uploaded to, and executed by, a machine comprising anysuitable architecture. Preferably, the machine is implemented on acomputer platform having hardware such as one or more central processingunits (“CPUs”), a memory, and input/output interfaces. The computerplatform may also include an operating system and microinstruction code.The various processes and functions described herein may be either partof the microinstruction code or part of the application program, or anycombination thereof, which may be executed by a CPU, either in the gameunit or remote from the game unit, whether or not such computer orprocessor is explicitly shown. In addition, various other peripheralunits may be connected to the computer platform such as additional datastorage units and communications devices.

While the present invention has been described at some length and withsome particularity with respect to the several described embodiments, itis not intended that it should be limited to any such particulars orembodiments or any particular embodiment, but it is to be construed withreferences to the appended claims so as to provide the broadest possibleinterpretation of such claims in view of the prior art and, therefore,to effectively encompass the intended scope of the invention.Furthermore, the foregoing describes the invention in terms ofembodiments foreseen by the inventor for which an enabling descriptionwas available, notwithstanding that insubstantial modifications of theinvention, not presently foreseen, may nonetheless represent equivalentsthereto.

1. A game machine comprising: a) a housing and a redemption dispenserthat dispenses an award; b) a movable field having a surface with aplurality of objects situated thereon; c) a retriever that is movablealong a track that is supported by the housing for enabling movement ofthe retriever relative to the movable field; and d) an object returnpath having an object receiving area and an outlet; e) wherein an awardthat is not the same as the object retrieved by the retriever isdispensed from the redemption dispenser upon the retriever retrieving anobject from the movable field and delivering it to the object returnpath for return of the object to the movable field through the outlet.2. The game machine of claim 1, further comprising a score display and atimer display.
 3. The game machine of claim 2, wherein the score andtimer displays are incorporated into a digital video display.
 4. Thegame machine of claim 3, wherein the digital video display is positionedon a back of the housing.
 5. The game machine of claim 1, wherein theaward is a redemption ticket.
 6. The game machine of claim 1, whereinthe retriever includes a magnet or is magnetized, and at least one ofthe plurality of objects is capable of being magnetically retrieved bythe retriever.
 7. The game machine of claim 6, wherein the at least oneobject is spherical and formed from ferromagnetic or ferromagneticmaterial.
 8. The game machine of claim 1, wherein the retriever includesa two-dimensional or three-dimensional image of a bird.
 9. The gamemachine of claim 1, wherein the surface is a contoured surface that hasa three-dimensional contour that causes the plurality of objects toexhibit erratic movement during a rotation of the field.
 10. The gamemachine of claim 1, wherein the movable field rotates in aunidirectional manner, a bidirectional manner, or in a combination ofthe two.
 11. The game machine of claim 1, wherein the movable fieldrotates continuously, intermittently, or in a combination of the two.12. The game machine of claim 1, wherein the object receiving areafurther comprises a bird nest.
 13. The game machine of claim 1, whereinthe object return path is substantially hidden from view during play ofthe game machine.
 14. The game machine of claim 1, wherein the outlet ispositioned above or adjacent to the field.
 15. The game machine of claim14, wherein the outlet is positioned in between the legs of a figuresituated on a platform above the field.
 16. The game machine of claim 1,further comprising a processor connected to a network for remoteoperation or maintenance of the game machine.
 17. A method of playing agame comprising: a) retrieving an object from a plurality of objectslocated on a rotating field using a retriever and delivering theretrieved object to an object return path; b) receiving an award uponthe retrieved object being received in the object return path; c)wherein the award is not the same as the retrieved object; d) whereinthe retrieved object is returned to the field upon exiting the objectreturn path; and e) repeating steps (a) through (d) for a predeterminedperiod of time.
 18. The method of claim 17, wherein the object ismagnetically retrieved by the retriever.
 19. The method of claim 17,wherein the object is a ball and the award is a ticket.
 20. A gamemachine comprising: a) a housing, a timer and a redemption dispenserthat dispenses an award; b) a rotating field having a surface with aplurality of objects situated thereon; c) a magnetic retriever movablealong a track that is supported by the housing for movement of themagnetic retriever relative to the rotating field; and d) an objectreturn path having an object receiving area and an outlet positionedabove or adjacent the rotating field; e) wherein an award that is notthe same as the object retrieved by the magnetic retriever is dispensedfrom the redemption dispenser upon the magnetic retriever retrieving anobject from the rotating field and delivering the object to the objectreturn path for return of the object to the rotating field through theoutlet; and f) wherein the magnetic retriever is operable to retrieveobjects from the rotating field during a predetermined time periodindicated by the timer.